ome6a1717's Recent Forum Activity

  • ghost - I tried using a sprite font. I think this would work, but my time counter should read 00:00:00 and it's treating the : with the width of an entire character which not only looks odd, but makes it so the art would need to be changed. Is there a way around this?

  • The "or" event broke. Ashley posted a fix somewhere on these forums...

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  • Same here - that scared me to death!

  • Ashley - question; if I use a project folder, in order to save up a version, does it have to resave every file or will it only save the caproj?

  • Not sure if anyone else has this issue, but when implementing sound fx, sometimes I decide I don't like it or need to tweak it outside of construct 2. Sometimes multiple times :) It would be helpful to have an "update audio" in the music/sound folders (or even a replace command?).

    Again - could just be me!

  • tulamide - I'm following that exactly. I'm even giving the splash screen FIVE seconds to catch up. I have every single text object on said splash screen and moved it outside the canvas.

    Basically what I'm doing is going to the splash screen for 4-5 seconds, then going to the "ui" screen (a layout of all UI & menu objects set to global so I can keep these for each level) which has 1 event that goes straight to the main titles and sets the ui layers invisible. Upon starting a level, the ONLY thing that happens is the layer is set visible - the text was technically on the screen the whole time.

    On top of all of this, I have an event on the splashscreen that sets the font of all text objects to my css file.

  • Bump - any word on this? I'm half tempted to just try spritefonts, but I'd really like to use standard text (assuming it takes way less processing/ram?)

  • Sorry, slightly OT-

    tulamide - if we're using node-WebKit, can we put music in the sounds folder?

  • I'm using an incredible amount - probably around 400 objects (mostly instances of the same objects) or so per layout, maybe 20 on-screen at a time. I have read the performance tips and followed them very closly. This is unfortunately a webgl/canvas2d flaw more than coding or game design.

    And yes, for an object or two I am using sine.

    I'll be releasing the demo shortly.

    This still doesn't explain why I'm having this issue with webfonts.

  • I had this problem too. What I did was make the bullets around 150 pix long (not the image, but the canvas). So far it seems to have worked even though the image is larger.

  • ghost - I can't afford more sprites on screen, the performance is already terrible using canvas2d. Do the UI elements on the splash screen need to be the EXACT instances in the ui?

  • sqiddster - same. Do you have any code that affects the objects? I have a couple for some objects, and I've tried cutting them and repasting them. I haven't tested extensively but so far I haven't encountered the issue yet. I thought maybe it was time-based too, so I left the game on for 15 minutes or so but still to no avail.

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ome6a1717

Member since 12 Feb, 2013

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